Skip to content
COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Character Creation / Ability Scores & Genetics

Ability Scores & Genetics

Ability Scores

Base ability scores. All six ability scores start at 0. Apply your genetic modifiers (below), then your origin's +1. Finally, spend 8 points to raise your scores; no score can go above 4 at 1st level. (See Playing the Game for what each score means.)

Genetic Modifiers

Roll 2d8 on the table below: the row gives the two ability scores that gain +1. Then roll 1d4 on the same row for the score that takes −1.

Extreme attributes. You may lower your negative genetic modifier to −2; in return, one of your two positive genetic modifiers becomes +2.

2d8First +1Second +1−1 on 1−1 on 2−1 on 3−1 on 4
2MightReflexFortitudeIntellectPerceptionCharisma
3MightFortitudeReflexIntellectPerceptionCharisma
4MightIntellectReflexFortitudePerceptionCharisma
5MightPerceptionReflexFortitudeIntellectCharisma
6MightCharismaReflexFortitudeIntellectPerception
7ReflexFortitudeMightIntellectPerceptionCharisma
8ReflexIntellectMightFortitudePerceptionCharisma
9ReflexPerceptionMightFortitudeIntellectCharisma
10ReflexCharismaMightFortitudeIntellectPerception
11FortitudeIntellectMightReflexCharismaPerception
12FortitudePerceptionMightReflexCharismaIntellect
13FortitudeCharismaMightReflexPerceptionIntellect
14IntellectPerceptionMightReflexCharismaFortitude
15IntellectCharismaMightReflexPerceptionFortitude
16PerceptionCharismaMightReflexIntellectFortitude

Genetic Talents

Since the Awakening, everyone, whatever their lineage, is born with erratic, unpredictable mutations or abilities. Choose or roll two Genetic Talents (d100) that you were born with. Each is an item in the Genetic Talents, Drawbacks & Cosmetics compendium.

d100TalentEffect
1–4Small Stature1 Advantage on Stealth and on checks to escape a grapple, and 1 Advantage on attacks against larger creatures while an ally is within 5 ft.
5–8Large StatureCount as one size larger for your Bulk limit, unarmed damage and weapon size limit.
9–12ClawsNatural slashing attack: 1d4 Small, 1d6 Medium, 1d8 Large.
13–16Bite AttackNatural piercing attack: 1d4 Small, 1d6 Medium, 1d8 Large.
17–20Spike TailNatural piercing or bludgeoning attack (choose): 1d6 Small, 1d8 Medium, 1d10 Large.
21–24Prehensile TailA tail that can hold and manipulate simple objects and let you hang indefinitely. It can't attack, fire weapons or do fine work.
25–28Thermal VisionA second pupil sees heat in grayscale. Switching pupils takes an action.
29–32HornsGore natural attack, piercing or bludgeoning (choose): 1d8 Small, 1d10 Medium, 1d12 Large.
33–36Swim SpeedSwim Speed equal to your Speed.
37–40WingsWith both arms free, slow falls to 10 ft/round. Level 5: glide 15 ft horizontally per round. Level 9: fly Speed equal to Speed (Average maneuverability). Level 13: Perfect maneuverability and hover (still spending an action to hold altitude).
41–44Burrow SpeedBurrow through soft soil, sand or gravel at your Speed.
45–48Climb SpeedClimb Speed equal to your Speed.
49–52GillsYou can breathe underwater.
53–56Dermal PlatingInterlocking plates add your Fortitude score to your Soak.
57–60LuckyWhen you spend a Fate Die to add to or subtract from an effect roll (damage, healing, or damage you take), roll the Fate Die with Fortune: roll it twice and use the better result.
61–64Big BrainedGain 1 rank in each of 2 skills of your choice.
65–68Chameleon SkinShift your skin to match your surroundings: 1 Advantage on Stealth (+1 at levels 5, 9, 13 and 17) while most of your skin is exposed, and you may attempt Stealth even while observed.
69–72VenomousSecrete a poison with Potency of half your Fortitude + your level. Type d6: 1 Hemotoxin, 2 Neurotoxin, 3 Necrotoxin, 4 Caustic, 5 Paralytic, 6 Irritant. Vector 2d6: 2–6 ingested, 7–11 contact, 12 inhaled.
73–76Magic TalentLearn one Complexity 1 spell, and gain 1 rank in Mysticism.
77–80LeaperJump twice as far and high.
81–84Fast HealerYou recover twice as many HP from all healing.
85–88ScentDetect a familiar smell within 5 ft (+5 ft at levels 5, 9, 13 and 17). Finding its direction and distance takes a Perception check.
89–92Affliction Resistance1 Advantage on checks against disease, poison, curses and radiation (+1 at levels 5, 9, 13 and 17).
93–96EcholocationSense size, shape and location by sound instead of sight (no color).
97–100Magic Resistance1 Advantage on checks to resist magic (+1 at levels 5, 9, 13 and 17).

Big Brained and Magic Talent each give 1 rank. Venomous poisons use the poison afflictions in Exploration. Affliction Resistance and Magic Resistance improve at levels 5, 9, 13 and 17, like the other scaling talents.

Cosmetic Customizations

Besides your Genetic Talents, you may take up to 3 cosmetic deformities. They give no mechanical benefit; they're purely for flavor. For a random character, roll 1d4 − 1 times on the d10 table.

d10FeatureDescription
1Extra DigitsExtra functional fingers and toes.
2FinsDecorative fins on your head, back or limbs.
3Forked TongueA snake-like forked tongue.
4HornsSmall blunt nubs, too small to use as weapons.
5Scaly SkinThick scaled skin, in patches or all over.
6Thin Fur CoatA thin coat of dark fur.
7Unnatural EyesSolid black, glowing or otherwise strange eyes.
8Unnatural HairOddly colored, patterned or luminous hair that may shift with mood.
9Unnatural SkinAn unnatural or shimmering skin hue.
10Unnatural VoiceA voice wildly at odds with your size and look.

Genetic Drawbacks

Every character starts with 2 Genetic Talents and up to 3 Cosmetic Features. You may also accept up to 2 Genetic Drawbacks in exchange for an equal number of extra Genetic Talents, trading a flaw for a strength one for one. Choose drawbacks from the list, or roll 3d6. You can never take the same drawback twice.

3d6DrawbackEffect
3Blood HungerYour maximum Strain drops by 1 for every full 24 hours without feeding on a living creature's blood. Feeding (1 AP, MANIPULATE): an unarmed strike against a creature you or an ally is grappling. On a hit, if you have a bite or it has an open wound, deal unarmed damage and roll 1d6 for blood loss: the target becomes Bloodless by that amount (see Conditions) and you restore that much maximum Strain.
4Combat FearThe first time each encounter that you roll initiative or take damage, make a Charisma save vs DC 10 + the encounter level; on a failure lose 1d6 Strain.
5Ultraviolet AllergyIn direct sunlight or strong UV, take 1d6 fire damage at the start of each turn, and light flammable clothing may ignite.
6Ability DecayPermanently reduce one ability score by 1 (minimum 0).
7Brittle Bones1 Disadvantage on Reflex saves against falling, and +1d6 falling damage.
8Sound Sensitivity1 Disadvantage on all checks while exposed to sound louder than normal speech.
9Light SensitivityGoing from dim or darker into normal or brighter light Blinds you until the end of your next turn. 1 Disadvantage on sight-based Perception in bright light.
10Weak Immune System1 Disadvantage on Fortitude saves against poison and disease.
11Reduced Speed−5 ft to all your Speeds.
12FrailtyTreat your Fortitude as 2 lower when calculating maximum HP and Strain (not for saves).
13Heat/Cold Susceptibility1 Disadvantage on Fortitude saves against extreme heat or cold.
14Pheromone Repulsion1 Disadvantage on Diplomacy and Nature checks against creatures within 30 ft.
15Lethargy1 Disadvantage on Reflex saves.
16Mindslave1 Disadvantage on Charisma saves against MENTAL effects.
17Thin SkinRoll flat checks to resist Light or Heavy Wounds with Misfortune.
18Festering SoresWorn armor's check penalty increases by 1 and always applies, even if you meet its Might requirement.